Pretty sure this is a longshot, but are there any plans to release LOS definitions for the Zacchaeus Dragon Heist map pack?
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Pretty sure this is a longshot, but are there any plans to release LOS definitions for the Zacchaeus Dragon Heist map pack?
I tried all three, errors occured in the new campaign as well. There are two different Map-Folders from this module: "Battlemaps - D&D Tomb Of Annihilation" and "Battlemaps - DD Tomb Of Annihilation". I surely did not create these! The maps in the First folder are fine, the maps on the second are lacking the LOS.
I'm not sure what is going on here. There should only be one group called Battlemaps - D&D Tomb of Annihilation. Originally it may well have been DD but that was changed a very long time ago. If your campaign has been going for a long time it could be that it was DD when you started it and any maps that you played or amended would be in the moduldb folder and so overwrite the maps in the actual module. This might explain why you are seeing two folders. However reverting changes on the module or testing in a new campaign would remove any such maps as would deleting the module and updating FG to force it to download.
Here are a few modules to add for AAW:
I do have a question about one of the maps: A24 - Return to Crypt of the Sun Lord map FG5EA24 topdown.
I had an interesting staircase going over a tunnel. I added a four way secret door intersections thinking the DM could turn on or off the doors depending on which direction the players were moving through the map. Let me know if you have any thoughts.
A10 - Icecrag Monastery is only DD5e
Please check the PF1e and 3.5 for A17: Haunting at Rybalka Lodge and A24: Return to Crypt of the Sun Lord
Thank you.
Gentlemen,
I have watched the videos for the basic use of creating the LoS for the maps. Would it also be possible to add a small library of screen shots (I have seen some really good ones throughout this thread) that can be used as good examples of LoS setup? Maybe include a link in the video post#1.
Examples may be:
Stairs in buildings
Cliff faces
Forests
Example rooms with items such as chairs, shelves, coffins, etc
Multi levels in a room or site
Magic barriers producing walls/obstruction for players
Among others that can be used so people can see what may be considered correct. This way we can also have a little more continuity across all maps.
Just a thought. Thank you.